I just got both Machi Koro and the Harbor expansion, and am reading the rules for our first play. After reading the base rules, I was excited about playing from the full selection of supply cards.

But to my surprise (and slight disappointment), I noticed that Harbor has you limiting the marketplace to 10 random (unique) cards at a time.

So I jumped on hear to read how others felt about this and noticed a few variants posted. But none of them mention just sticking to the base rules of having the full supply available at all times.

So my question is, has anyone considered this or even tried it? What would be the downside of having a full market of all supply cards at all times, aside from the potentially cluttered playing area? What impacts might this have to balance or other aspects of the game?

I can see how it would help the game be different each play, but I also like removing variability introduced by the random 10, and just having everyone play from all available supplies, making the game a bit more dependent on strategy, and less on the luck of the draw.

I may try this anyway just to see how it goes, but was interested to hear others' thoughts on this approach.

I just got both Machi Koro and the Harbor expansion, and am reading the rules for our first play. After reading the base rules, I was excited about playing from the full selection of supply cards.

But to my surprise (and slight disappointment), I noticed that Harbor has you limiting the marketplace to 10 random (unique) cards at a time.

So I jumped on hear to read how others felt about this and noticed a few variants posted. But none of them mention just sticking to the base rules of having the full supply available at all times.

So my question is, has anyone considered this or even tried it? What would be the downside of having a full market of all supply cards at all times, aside from the potentially cluttered playing area? What impacts might this have to balance or other aspects of the game?

I can see how it would help the game be different each play, but I also like removing variability introduced by the random 10, and just having everyone play from all available supplies, making the game a bit more dependent on strategy, and less on the luck of the draw.

I may try this anyway just to see how it goes, but was interested to hear others' thoughts on this approach.

A full market is overwhelming for new players and also makes the game very samey after a few plays. You can just get any building you want as long as you have the coins, and usually people just rush a certain strategy every time. Also, set-up is much simpler using something like the 4-4-2 method, which is what we use in our games.

X-X-2 or 4-3-2-1 are great ways to keep the draw pile to smaller stacks, ESPECIALLY if you sleeved the cards. 4-3-2-1 is Blue-Green-Red-Purple, respective, when setting up the game. When using X-X-2 or 4-3-2-1, the player that depletes a pile chooses what deck they draw from, or if you want you can implement a die roll for a more random one.

When I had just Harbor I did 4-4-2 or 5-5-2. Now that I have both expansions I just deal out 15 total piles. There are a lot of cards that need others to work and it makes it more likely you'll see them.